Warforged Kitsune (5e Class)

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Warforged Kitsune[edit]

This Class is meant to be paired with the Warforged Race but feel free to adjust it if you wish to use it on another race.

Creating a Warforged Kitsune[edit]


Quick Build

You can make a Warforged Kitsune quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Charisma or Dexterity for your Second, Second, choose the Soldier background.

Class Features

As a Warforged Kitsune you gain the following class features.

Hit Points

Hit Dice: 1d8 per Warforged Kitsune level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Warforged Kitsune level after 1st

Proficiencies

Armor: Light Armor
Weapons: Simple Weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two of the following: Survival, Nature, Insight, Persuasion, Deception, Stealth, Perception

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) A Dagger or (b) A Simple weapon of your choice
  • (a) A Shortbow with 20 arrows or (b) A Simple weapon of your choice
  • (a) A Disguise kit or (b) A Explorers Kit

Table: The Warforged Kitsune

Level Proficiency
Bonus
Features Cantrips Known Spells Known Spirit Walker Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting,Fox Form 2 2 0 2
2nd +2 2 2 0 3
3rd +2 Spirit Archetypes 2 3 4 4 2
4th +2 Ability Score Improvement 2 3 4 4 3
5th +3 Extra Attack 3 3 5 4 3 2
6th +3 Ability Score Improvement,Spirit Archetypes 3 3 5 4 3 3
7th +3 3 3 6 4 3 3 1
8th +3 Ability Score Improvement, Extra Attack 3 3 6 4 3 3 2
9th +4 3 3 7 4 3 3 3 1
10th +4 3 3 7 4 3 3 3 2
11th +4 3 3 8 4 3 3 3 2 1
12th +4 Ability Score Improvement 3 4 8 4 3 3 3 2 1
13th +5 3 4 9 4 3 3 3 2 1 1
14th +5 Ability Score Improvement 3 4 9 4 3 3 3 2 1 1
15th +5 3 4 10 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 3 4 10 4 3 3 3 2 1 1 1
17th +6 3 4 11 4 3 3 3 2 1 1 1 1
18th +6 3 4 11 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 3 4 12 4 3 3 3 3 2 1 1 1
20th +6 3 4 12 4 3 3 3 3 2 2 1 1

Spellcasting[edit]

Starting at 1st level you gain the ability to cast spells. You gain the ability to use Spirit Fire to create a pale blue ghostly fire that acts similar to that of the produce flame cantrip. From your tail, you can see the flickering pale blue ghostly Flame. This flame won’t harm anything either you or your equipment and this flame will remain for the duration. Spirit Fire will give you a bright light within a 15-foot radius and this flame will also give you dim light for an additional 30 feet radius. The Flame will travel with you and requires no concertation to sustain itself. This spell can be stopped or end by dismissing it as an action, 10 minutes have passed or when you cast it again.

Fox Form[edit]

At 1st level, you had a Artificers modify your body to take the shape of a Warforged Kitsune. You can use your action to assume the shape of a Warforged Kitsune. You can Stay in this form as long as you like.

While you are transformed, the following rules apply: In this Form you look like a Large Fox and have a speed of 50ft. Your game statistics are the same as in Warforged Form, you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies. When you transform, your hit points and Hit Dice stay the same as in Warforged Form. When you revert to your normal form, you return with the number of hit points you had in Warforged Kitsune form. You can cast spells, and you have the ability to speak but you can not take any action that requires hands or that is limited to the capabilities of your Warforged Kitsune form. This dose not restrict you from using upgrades from your Warforged form.(if you have wings as a Warforged you have wings in your Warforged Kitsune form). Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast. You retain the benefit of any features from your class, race, or other source and can use them. this includes dark vision. You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the Equipment shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form. You get claws and bite attacks in your Warforged Kitsune form.

Claw attack modifier = is your proficiency bonus + your Strength modifier. Slashing

Damage: 2d6 + your proficiency bonus + your Strength modifier.

Claws can become + weapons

Bite attack modifier = is your proficiency bonus + your Strength modifier. Piercing

Damage: 1d12 + your proficiency bonus + your Strength modifier.

Your teeth can become + weapons

Extra Attack can be only 1 bite, you can make a extra attack but it can not be two Bites it can be two Claws

Cantrips[edit]

At 1st level, you know any two cantrips of your choice from the Druid or Sorcerer spell list. You learn additional Enchanment, Transmutaion, and Illusion, Druid or Sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warforged Kitsune table.

Preparing and Casting Spells[edit]

The Warforged Kitsune table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these Warforged Kitsune spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of Warforged Kitsune spells that are available for you to cast, choosing only Enchantment, Transmutation, and Illusion spells from the Druid and Sorcerer spell list as Warforged Kitsune's have a similar set of methods to these. When you do so, choose a number of Kitsune spells equal to your Wisdom modifier + your Kitsune level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level Warforged Kitsune, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

Spellcasting Ability[edit]

Wisdom is your spellcasting ability for your Warforged Kitsune spells, since your magic draws upon your Darkwood Core . You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Kitsune spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting[edit]

You can cast a Kitsune spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spirit Archetypes[edit]

At 3rd level, you chose an Archetype to dedicate yourself to a certain combat style. Choose between "Spirit Walker" and "Spirit Guardian", both detailed at the end of the class description. Your choice grants you features at 3rd, 6th, 14th, and 20th levels.

Ability Score Improvement[edit]

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Spirit Walker[edit]

The Spirit Walker is a Warforged Kitsune that uses magic to overwhelm the enemy's in battle.

Template:Spirit Shift

At 3rd level, you gain the ability to Shift with the spirits by step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. If you take the Attack Action before the end of your turn you can make two attacks. Shadows created from creatures your size category or larger than you can be shifted to.

Template:Fox Inferno

At 6th level you've mastered your Spirit Fire to burn as strongly as it can. You choose a creature within 30ft of you to set them ablaze with your Fox Fire. The target is set on fire and takes 3d10 Fire damage and is considered burning until they take an action to put themselves out. This may only be used once per long rest. At 15th level you can use this ability twice per long rest.

Template:Offensive Blaster

By 14th level, you have learned how to put more magic into your damage spells. You may add 1 point of damage for every die in an offensive spell. The damage applied by this is the same type as the damage from the spell.

Template:Spirit Bomb

By 20th level, you can channel the life force of others and yourself into an attack that is 40ft around. The target must succeed a Dexterity saving throw equal to DC25 to take half of the damage from this attack. For every 5 HP you and you allies gives up you can roll 2d10. you can use all your HP up to 1HP.

Spirit Guardian[edit]

The Spirit Guardian is more for frontline fighting.

Template:Heavy attack

At 3rd level,you can now control gravity to an extent such that you may increase the weight of your attacks just as they make contact. when you hit with a non-spell attack roll you may expend a spell slot to deal and additional 1d12 damage + 1d6 for each spell level above 1st.

Template:Fox Fire

At 6th level you can you can call forth a Fox Fire this is a fire elemental in the shape of a fox. This creature is treated as a PC and has free will, this creature has its own initiative and takes its turn like any other player character. The Warforged Kitsune dose not use actions to command or order this creature as it is the Flames of the Warforged Kitsune.

1 Action to Call forth will stay for 1 hour, or is dismissed Speed of 40Ft Claw attack Claw attack modifier = +5 Slashing Damage: 5 + 2d4

Fire Form: The Fire Fox can move through a space as narrow as 1 inch wide without squeezing. A enemy creature that touches the Fire Fox or hits it with a melee Attack while within 5 ft. of it takes 1d10 fire damage. In addition, the elemental can enter a Hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 1d10 fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 1d10 fire damage at the start of each of its turns.

Illumination: The Fire Fox can sheds bright light in a 30-foot radius and dim light in an additional 30 ft..

Heat: The Fire Fox can heat its self up to the point that people around them can stay worm from the cold.

Water Susceptibility: For every 5 ft. the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.

At 8th level you can call two fire foxes at one time.


Template:Vicious Strike

Beginning at the 14th level, you double the damage of your attack, this feature can only be used 1 + your wisdom modifier for long rest, this feature can still be affected by critical hit. this feature must be declared before the result of the attack

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Warforged Kitsune class, you must meet these prerequisites: be a Warforged and have a wisdom of 13

Proficiencies. When you multiclass into the Warforged Kitsune class, you gain the following proficiencies: Arcana, and Wisdom saving throws

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